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Solid bevy game template for 3d RPG/shooter games
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Apache-2.0 and 2 other licenses found
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olekspickle/bevy_new_3d_rpg
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| Name | Name | Last commit message | Last commit date | |
|---|---|---|---|---|
Repository files navigation
demo-11.mp4 | demo-22.mp4 |
demo-33.mp4 | demo-44.mp4 |
This template is based on the awesomeBevyFlock 2D template featuring out of the box builds for:
- Windows
- Linux
- macOS
- Web (Wasm)This template is a great way to get started if you aim to build new 3D RPGBevy game!It is not as simple as bevy_new_2d which is aimed to an easy start and no dependencies.It focuses instead to a rather solid starting template with some basic bells and whistles to be able to carry the weight of big projects and tries to follow theflat architercture principle.Start with abasic project andCI / CD that can deploy toitch.io.You cantry this template in your browser!
Installcargo-generate orbevy_cli and run:
cargo generate olekspickle/bevy_new_3d_rpg -n my-rpg# or with bevy_clibevy new -t=olekspickle/bevy_new_3d_rpg my-rpgTo set this up, follow the instructions in therelease announcement
- Linux:
make hotorbash BEVY_ASSET_ROOT="." dx serve --hot-patch - Windows PS:
$env:BEVY_ASSET_ROOT="." ; dx serve --hot-patch
- flat cargo project structure for game logic crates that can grow and be maintainable
- import and usage of game mechanics and parameters from .ron (config, credits) (kudos to Caudiciform)
- simple asset loading based onbevy_asset_loader with loading from path addition (kudos to Caudiciform)
- third person camera withbevy_third_person_camera
- top down camera withbevy_top_down_camera
- solid keyboard & gamepad mapping to ui & game actions usingbevy_enhanced_input
- simple scene with colliders and rigid bodies usingavian3d
- simple player movement usingbevy_tnua
- simple skybox sun cycle usingbevy atmosphere example, with daynight and nimbus modes
- featuring rig and animations usingUniversal Animation Library from quaternius
- experimental sound withbevy_seedling based on Firewheel audio engine (which will probably replace bevy_audio), withhighly experimental audio stutter fix for web
- consistent Esc back navigation in gameplay and menu via stacked modals (kudos for the idea to skyemakesgames)
- serialize and save settings
- audio, video and keys rebind tabs in settings (currently broken)
- easy drop in scene integration using awesomeskein with a simple scene
- implement different music states(exploration, combat) on mood change event
- enhance ui widgets with feathers
- pool with light textures
- custom font replace example using pre-loaded font
- Movement sfx sounds: jump, dash, sprint
- sky background instead of just void lol
- 3d and 2d particles demo: shooting magic balls, fireplace, step dust
- spatial audio demo: boombox emitting background music
- small door/portal demo
- split screen for local coop
- flying around suit/mode
- vault on objects if they are reachable
- climbing
- basic fighting: punch, kick, take weapon
- modern weapon select wheel
- rifle
- bow
- Jump with timer(tricky with tnua jump in air counter)
- do not rotate player on aim(silly bug, if you release aim looking to the floor - player model left rotated parallel to the floor)
This template comes with a basic project structure that you may find useful:
| Path | Description |
|---|---|
assets | Asset directory |
src/main.rs | App entrypoint where system plugins and window set up |
src/asset_loading | A high-level way to load collections of asset handles as resources |
src/models | Data source for the game: inputs, markers, timers |
src/audio | Marker components for sound effects and music, bus setup |
src/scene | Scene setup, skybox |
src/player | Player control & animation |
src/game | Game mechanics & content |
src/ui | Reusable UI widgets & game color pallet control |
src/screens | Splash/title/gameplay and other screen related systems and ui |
Feel free to move things around however you want, though
There are some helpful commands inMakefile to simplify build optionsBut generally running your game locally is very simple:
with bevy_cli
- Dev:
bevy runto run a native dev build - Release:
bevy run --releaseto run a native release build - Use
bevy run --release webto run a web release buildTo run aweb dev build to run audio in separate thread to avoid audio stuttering: - :
bash bevy run web --headers="Cross-Origin-Opener-Policy:same-origin" --headers="Cross-Origin-Embedder-Policy:credentialless"
with cmake
- Dev:
make runto run anative dev build - Release:
make buildto build anative release build - Web:
make run-webto run aweb dev build to run audio in separate thread to avoid audio stuttering
Installing Linux dependencies
If you're using Linux, make sure you've installed Bevy'sLinux dependencies.Note that this template enables Wayland support, which requires additional dependencies as detailed in the link above.Wayland is activated by using thebevy/wayland feature in theCargo.toml.
(Optional) Improving compile times
.cargo/config.toml contains documentation on how to set up your environment to improve compile times.
WARNING: if you work in a private repository, please be aware that macOS and Windows runners cost more build minutes.For public repositories the workflow runners are free!
This template usesGitHub workflows to run tests and build releases.Check therelease-flow
There are some known issues in Bevy that can require arcane workarounds.
This template uses firewheel experimental audio runnign in the separate worker thread, so it should not be happening, but if you experience it nevertheless, here are a few tips:
- If you're using materials, you should force your render pipelines toload at the start of the game
- Optimize your game as much as you can to keep its FPS high.
- Apply the suggestions from the blog post [Workaround for the Choppy Music in Bevy Web Builds].
- Advise your users to try a Chromium-based browser if there are still issues.
The game window is created before the GPU is ready to render everything.This means that it'll start with a white screen for a few frames.The workaround is tospawn the Window hidden and onlymake it visible a few frames later
Choppy character movement is often caused by movement updates being tied to the frame rate.See thephysics_in_fixed_timestep example for how to fix this.
Choppy camera movement is almost always caused by the camera being tied too tightly to a moving target position.You can usesmooth_nudge to make your camera smoothly approach its target position instead.
Theassets in this repository are all 3rd-party. See the seecredits for more information.
The source code in this repository is licensed under any of the following at your option:
| bevy | bevy_new_3d_rpg |
|---|---|
| 0.16 | main,0.1.4 |
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Solid bevy game template for 3d RPG/shooter games
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